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Sony refocuses on games with “One Sony” plan

It all started with Sony’s announcement that they would layoff 10,000 workers globally which accounts for six per cent of their global workforce.

The “One Sony” initiative, is Sony’s attempt to reorganize the company and bring it back into good standings with its investors.

Part of that plan lead them to basically lop off the gangrenous arm of the ailing company by cutting back on chemical and small to mid sized LCD production.

Sony was essentially bracing for the end of a terrible fiscal year in which the company expected a $6.4 billion dollar loss, the biggest in the company’s history.

“We consider the current situation to be very serious,” said Masaru Kato, chief financial officer for Sony Corp. “We will take resolute measures to transform our business without protecting any sacred cows.”

A surprise announcement of the cancelling of Qore, a digital Playstation magazine with a four year run had people scratching their heads on what might be on the chopping block.

This was followed by Kaz Hirai who had recently ascended to CEO and Executive Deputy President came out and said that the company was refocusing on it’s mobile, digital imaging and video game businesses.

Sony is hoping that the profitability of it’s video game businesses will help to dig it out of the rut the company is currently in.

This also means Sony is putting more money in technology development so it can offer more downloadable titles for PSN, as well as more Playstation Suite compatible devices.

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PSN Review: Wheels of Destruction

Wheels of Destruction, Developer Gelid Games’s foray into the world of Playstation Network exclusivity, is a car combat game with all the intensity of Twisted Metal at a fraction of the price. It looks good, and its five different car-types give you enough diversity for some serious re-playability.  At least, that’s what should happen. During my time with the game, I ran into a number of issues that hold what would otherwise be a fun bargain-bin romp securely in the land of repetitiveness. All the worse is that the game’s potential peeks through annoyingly often, highlighting a number of near-miss design decisions. It pains me to write this because those peeks of potential could be realized if Gelid opts for regular support.

Visually the game looks good if not impressive. For being a PSN exclusive, it compares to disc-based titles well. Environments are highly textured and the backdrops look nice; however, I found them to be very similar and not too reminiscent of the real world locations Gelid sought to emulate. Car models are also well done and have a distinctive style visible from a distance. There is a damage model in the game which allows for tires to be blown off and fire, sparks, and smoke to spew, but your final death always takes the form of a small and bland explosion.

The included audio is generic but fits the theme of the game. Gunshots sound like gunshots, and missile-explosions sound like missile-explosions. It didn’t blow me away but it also didn’t stand out in any noticeable form.

From the outside, the game seems to play very similarly to other car combat games. Getting behind the wheel is another situation entirely.  Instead of using the left stick to control the vehicle and the right for the weapon reticle, Gelid opted to consolidate gun- and car-control solely to the left stick. Want to shoot a guy to the right? Turn to the right. The vertical axis is less important since most playable areas are level; however, you are freely able to aim up and down. Unfortunately, shooting at someone in the air is often a lost cause unless you’re using the missile power-up which has a lock-on function. For this sole reason, the missile is the defacto long range weapon.

Most reviewers criticize this control scheme, but I found that it grew on me the longer I used it, similar to learning an FPS for the first time. Each vehicle has the ability to boost, drift, jump, and do a 360 degree turn in mid-air. The physics powering the game allow you a great deal of control once you assimilate them. Until that happens, though, be prepared to feel awkward and to die frequently. This is a skill wall and one of the ways the wheat will be separated from the chaff.

Both online and offline play are available, but offline is more of a training tool than an experience. It’s fully functional, but lacks a narrative and challenging AI to make it worthwhile for the long-term. It is easy, if a bit buggy – for example, if you capture a flag, your enemies will get harder, real quick. Still, the mode allows you to learn the controls in a competitive setting without being subjected to completely helpless deaths.

In short, offline-mode acts as your training wheels before getting into the real game. Online play, when it works, is a lot of fun. It is readily apparent who is new, however, so be prepared for a learning curve. Matches last twenty minutes and maps are large. When you master the controls, you’ll find yourself racing around those maps, picking up power-ups, and blasting away. The driving model is fun. Once you get comfortable with it the simple act of driving and rocketing over ramps is exhilarating.

So why did I introduce this review with such caveats? First, throughout my week and a half with the game, I found it extremely difficult to get a match with full, 6v6 teams. More often than not, we were unevenly matched with less than 10 people total. Maps are simply far too large for such small match-ups, and in fact the game would be better suited to an 8v8 or 10v10 setting. Unfilled matches are game-breaking with maps this large and matches so long. The most often outcome was for players to congregate in open areas and remain there. Wheels of Destruction does not work as a small arena game and these types of behaviors make dropping games the most appealing option. Thankfully, this criticism is one that will likely fix itself as more players pick up the game.

The second issue is a more core to the central design.  There is simply not enough variety to make Wheels of Destruction a long-term stay. Once you’ve played a map a handful of times, the designs begin to feel repetitive. The lack of real character progression means that you’ll enter with everything you’ll end with. Five cars. Cliché yet functional power-ups. All of this is fun for a while, and especially so if you get a good match, but the games lacks a certain flair to keep you coming back for more.

Wheels of Destruction isn’t a bad game. No one ever said that games needed to be 100% original, and I see real value in creating affordable takes on AAA franchises.  Gelid Games should be commended for that. At a fraction of the development budget and a $10 buy-in price, I think we can be forgiving of some generic audio samples or in-progress match making. All of that said, there is still work to be done if Gelid hopes to bring this game to its full potential.

It may take some time, but when everything clicks – when you’re in control, when maps are played well, when opponents are skilled and competitive – Wheels of Destructions hits the high notes of the car combat genre. At the moment, however, those times are too infrequent and too late-in-coming. Buy it to support these types of games coming to PSN; buy it to show Gelid that it’s worth supporting. But if you’re looking for an instant-in, something as polished as that $60 Eat, Sleep, Play game, you may be better off looking elsewhere.

2 / 5

Note: This review is based on gameplay on the Playstation 3 console with material provided by the publisher.

 

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Review: Birds of Steel

Designing a flying game for consoles that pushes the genre forward is getting harder to do. On one hand, you have Ace Combat, which took the genre into an action packed, cinematic experience and Air Conflicts: Secret Wars  delivered a unique story set during World War II. Gaijin Entertainment moves the group into a more free and user-friendly area with custom missions, dynamic campaigns and the biggest selection of airplanes on consoles. This is the Gran Turismo/Forza Motorsports of aerial combat games.

The whole presentation of Birds of Steel far exceeds anything I imagined. The graphics (both for the airplanes and the environments) are some of the best I have seen when it comes to a game of this kind. Realistically modeled airplanes (and there are over 100, mind you) offer various specs, individual plane bios and even some limited-but-nifty customization options. Some planes have various skins, but any plane can be customized with various decals. Remember pictures showing those hot women spreads across the nose of airplanes? Yes, that is an option.

It’s hard to describe the feeling of flying over Hawaii in an F2A-3 fighter plane, patrolling the Pacific Ocean for Japanese planes. The water has a beautifully realistic aesthetic to it, and the way the sun peeks through the clouds is actually breathtaking. I lost count of how many times I zoned out in sheer awe at the beauty. Coupled with the sound of the engine whirring while I led my four-man crew across the ocean, I can’t think of another game in the genre that looks and sounds this good.

There are two types of earnings in Birds of Steel; one is XP which levels up your pilot and unlocks more planes. The other is currency which will allow you to purchase any unlocked airplane. The hangar is separated into countries and then split into trees to show the progression of planes you can get. It usually starts with a fighter on one side and a bomber on the other, branching down to progressively better planes. XP is earned in every mission, but money to purchase planes is only earned in a few different modes, mainly Dyanmic Campaigns and online play.

The Historical Campaigns don’t yield money, which is a shame because it’s a great mode to play through. Every mission is set up with real footage from World War II and a narrator preparing you with what had happened prior to whatever series of missions you are about to partake in. After the tutorial campaign, you have two selections to pick from; an American campaign and Japanese campaign. Whether you have the required plane unlocked or not, you can partake in every mission. The footage is great for history buffs and well presented, but not earning money made me not want to spend too much time in this mode in one sitting.

Dynamic Campaigns allow you to manipulate certain factors and fight through a series of user-selected missions, such as Air Patrol, Bomb Carrier or Head-to-Head Combat. With the variety of settings, and the ever-evolving war you are fighting, it makes for some interesting sittings. You can’t save a Dynamic Campaign, though, which is another small knock against the game.

If competitive flying is your thing, Birds of Steel delivers. Unlike some of the other flying games I have played and reviewed, there are people actually playing online and it’s not hard to get into a room. Hopping into a quick match is easy, but you can also browse available rooms (which shows the handling model used if you only play a certain way). Online modes are a great way to earn both XP and cash for planes.

There’s a few different physics models in the game, so no matter what your experience level with flying is, you can get into the action. Simplified physics give novice pilots that feeling of control, while realistic physics make flying drastically more difficult.

One of the minor problems I had was with bombing, and the bomb target indicator. I generally fly with the camera above-and-behind (Note: third-airplane instead of third-person just didn’t sound right..) the plane, and the color of the target recticle blended in too much with the environments. The light grey color was too hard to work with, even when changing camera views.

Birds of Steel accomplishes so much in one budget title ($40 USD is far too generous) that it’s hard not to recommend to even the most-casual fans of the genre. With more planes than most games combined and a surreal, authentic aesthetic, Birds of Steel soars above its competition and raises the bar for future air-combat games.

Note: This review is based on gameplay on the Playstation 3 console with material provided by the publisher. Birds of Steel is also available on the Xbox 360.

Pros:

  • Dynamic Campaigns keep things fresh
  • wonderfully-presented Historical Campaigns with real footage
  • more planes than you can shake a stick at
  • budget priced!

Cons:

  • bombing recticle hard to work with
  • no money earned in Historical Campaign
  • you can’t save in the middle of a Dynamic Campaign

Score: 4/5

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What’s Up With Vagary #9

While the Vagary staff is comprised of a large group of like-minded individuals, that group has an eclectic range of tastes. What’s Up With Vagary is a chance for a selection of our staff to fill you in on what is sucking up the majority of their time during the past week.

Kyle Baron – Editor in Chief

Starcraft 2 is to me what Call of Duty is to others – a deep game that brings me and my friends together. After experiencing Mass Effect 3, which has a good ending, it was time for me to see just how bad I’d gotten at Starcraft 2 since Mass Effect 3 had me in its clutches for two weeks. The “metagame,” also known as the trending techniques of players, had changed enough that my old spellcaster-focused style was ill suited to the 1 v 1 leagues and this lead to a big losing streak before I wised up and adapted.

Team games are fun, charging into seige tank lines isn't

When I wasn’t adjusting to the unforgiving landscape of 1v1 matches, I was playing with friends night after night with Starcraft 2 on one monitor and a Skype or Steam chat window on the other monitor [with an online-ordered pizza underneath the latter]. Unlike a lot of online shooters, playing in team games with friends on Starcraft 2 requires a ton of communication. Each of my teammates specializing in a different one of the three races available in Starcraft 2, we have to make sure that we’re using our racial strengths to complement our teammates. Mike, my Terran buddy, would grab cheap marines so that he could build siege tanks for long range artillery. Dat or Craig, my Protoss buddies, would grab a solid ground army that would allow me, being the quick insect-like Zerg to snag a highly mobile airforce to cripple the enemy’s economy. Because team games depend so much on every teammate working together so cohesively, it makes losses that much more crushing and victories all the more triumphant. I know Diablo 3 is coming out soon, but I really can’t wait for Starcraft 2: Heart of The Swarm

 Don Parsons – Publisher Relations Liaison and Review Staff

 This week has been an odd week for me. There are so many games to play but, I spent most of my time playing the one I liked the least. Hot Shots Golf: World Invitational isn’t a bad game, by any means, quite the opposite actually, but after reviewing Tiger Woods PGA Tour 13, and loving it, it was hard to move to a more casual take on a sport with which I already have a weird relationship. I would continually curse about the sub-par comparisons, yet, I couldn’t put it down. Anytime I turned on my Vita, I was playing Hot Shots, and that was quite often.

Outside of the other PS3 titles I played (Birds of Steel, Ridge Racer: Unbounded, I Am Alive and Battlefield 3), I’ve almost finished my second viewing of season 7 of The Office. It’s been a LONG time since I have found a sitcom that I have fallen in love with but, The Office ranks right up there with (you guessed it) Friends. Jim and Pam are probably the best TV couple I have ever seen. The chemistry between them is unrivaled. I really have no idea what will entertain me after I finish my second round of this show.

Khristopher Reardon – News & Review Staff

I recently went to the lone remaining local arcade with some friends. It’s been awhile since treading into the arcade for me so there was a lot of new stuff there I hadn’t seen before.

Most remarkably there was this game called Deadstorm Pirates, it’s a sit down cabinet with two tripod style guns and a steering wheel. We originally went into this game because there were three of us, so two of us took the guns and the other one took the steering wheel. We had a blast, we played through the entire game and honestly it’s one of the most enjoyable arcade experiences I’ve ever had. Everything from the team up attacks where both guns are firing on the same target for additional damage, to my girlfriends frantic yelling whenever she had to steer, it was all just awesome and fun.

Another game we played was Pac Man VS. I’m an obsessed Pac Man freak since Championship DX came out, so whenever I spot a Pac Man game now I have to play it. This was a little slower than I thought it was going to be but, it was a lot of fun chasing after friends after eating the power pellets or running away and trying to get all the pellets, etc.

Both of these games were made by Namco. I’m glad Namco is still in the arcade business, they really know how to make good social game experiences for the arcade.

  So that is what we have been up to, what about you? Fill us in by dropping us a comment.

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Review: Resident Evil: Operation Raccoon City

Have you ever wondered what really happened back in Raccoon City during the initial outbreak of the T-Virus? Have you ever been curious how a more shooter-centric Resident Evil title would feel? Capcom delivers on both fronts with Resident Evil: Operation Raccoon City, developed by Slant Six Games. This is not your typical Resident Evil title, but that was how Capcom wanted it: The developer’s goal was a “squad-based shooter set during the early Resident Evil games”.

Operation Raccoon City takes place during the timeframe of Resident Evils 2 & 3. You control a small group of mercenaries sent into Raccoon City by Umbrella Security Services (USS) to help clean up the evidence linking the disaster to Umbrella. Spanning seven missions, you’ll battle your share of zombies, soldiers, Lickers, Hunters and even a few Tyrants as you go about doing the bidding of the USS. You will also see some familiar faces from past Resident Evil games (I won’t spoil those if you don’t know).

Each character fits snugly into a generic class; Assault, Medic, Recon, Surveillance, Scientist and Demolition. I liked the characters’ designs, but their abilities (outside of the passive abilities) all seemed irrelevant during the campaign. Each character has two passive abilities and three active abilities, as well as a starting gun loadout. Experience earned in the game is per user, not character, so you can buy guns and abilities no matter what character you use and one gun purchase is all that is required to use it with everyone. While the abilities can be upgraded, weapons cannot which was a letdown to me.

During the campaign, only a few active abilities were of any use. You could tell they were designed for multiplayer, but even during the multiplayer I rarely used them. While a good idea, and I’m sure some people would argue their usage, I have more success without them. Still, The Medic’s “cure infection” is a winning ability, and Surveillance’s “items on radar” ability made getting collectables easier when trying to get an S rank on missions.

The plot was an interesting “behind the scenes”  look at the early Resident Evil games, so if you like the series’ canon, you shouldn’t be disappointed. On the opposite side of things, the campaign is rather short. Leaving the replayability argument alone for the time being, completing the game in five hours was rather disappointing in regards to the story. If you are into trophies, this is a positive thing as the trophies encourage multiple playthroughs. One side of me wanted to see more of what happened back in Raccoon City, but the other was ready to be finished with the campaign and not look back.

The whole campaign is drop-in co-op, so at any time you can invite a friend and if they leave, you just keep on playing by yourself. However, if you get disconnected and your game turns into an “offline” game, you can’t invite anyone in until the game is over. Your squad is a four-person team, so if someone bails in the middle of a mission, the AI will jump in and fill the role.

If someone dies, reviving them can be a tricky process. See, when upon death you drop your gun so that someone else can pick it up (I assume mostly to please at Versus crowd). Me and my wife played through the campaign and when either of us would die, it quickly became a cursing contest of me yelling to hurry and revive me and her yelling at me that she was trying (oh, and the game does not support split-screen; this was done on two PS3′s with two copies of the game), or vice-versa. The whole time, you are walking around in a circle trying to find the revive prompt. Instead, you keep picking up and swapping guns. While it should be said this was not always the case, it is very noticable when you are pinned down by snipers and trying to revive a teammate.

Playing solo, you are accompanied by three AI players. Anyone that remembers Resident Evil 5 (I know, I know, I swore not to compare this to a prior Resident Evil game, my apologies) surely remember the bad AI you were forced to play with in singleplayer. Take that, and multiply it by three. Sure, they help shoot enemies at times, but like most games with AI partners, when you actually want their help, they are standing off to the side not doing anything. Oh, and that First Aid Spray you need? Sorry, your partner got to it first. Unlike Resident Evil 5, you can’t manage their (small) inventory of items, either.

Before I jump into the fun part of Operation Raccoon City, let me say the enemies in the campaign are complete bullet sponges. You can unload a round of bullets from an assault rifle into an enemy and they just keep firing. Zombies are a little quicker to kill, thankfully, as they are what you will see the most of. Humans in the game take an obscene amount of firepower to kill, and even headshots don’t kill people in a realistic fashion.

Luckily, Operation Raccoon City features a well-designed cover mechanic. Walk up to a wall, box or any other obvious piece of cover and you snap to cover. It’s very easy to use, and works wonders for the style of shooter it tries to be.

Versus mode comes in a few different variants, all played in two teams of four. While that number seems small, you are also on the field with various zombie types, including some of the specialty B.O.W.’s (Lickers, Hunters, etc.). The maps are rather large, so if your sole goal is to find other players and run through the hordes of zombies, you won’t be given much fun in that regard. It was a lot of fun mowing down zombies, racking up kills and eventually finding my way to a person and killing them. Versus mode is geared towards a more tactical audience and I’ve come across some pretty tricky squads, but the majority of people playing (on PS3 at least) are going solo.

Survivors mode, my favorite, has your team pitted against the other team in what seems like a deathmatch. The more you die, though, the longer it takes to respawn. After so much time passes, a helicopter lands on on the map and you are then tasked with getting to it. The catch is, there are only four seats and if your math is as good as mine, eight people on the field fighting over four seats causes just a little chaos.

The other three modes, Team Deathmatch (just as it sounds only with zombies), Heroes (protect your Heroes and kill the opposing Heroes; when you die, you respawn as a regular soldier) and Biohazard (a G-Virus sample spawns and both teams fight to bring it back to their base), were all a lot of fun, but Survivors created the most dynamic outcomes and allowed people who weren’t so good at the killing part get a bonus for surviving.

It’s worth noting that (as I mentioned) I played through the entire campaign with my wife, someone who could not get into Resident Evil 5 with me and enjoys shooters but isn’t great at them. Operation Raccoon City was easy for her to jump into, and I was asked almost nightly if we were going to play. So the game can appeal to people unfamiliar with the series, or even the action-shooter genre. Above all, this is a multiplayer experience. We probably had more fun the second time through trying to get S+ ranks on all the missions. We were trying harder, skipping the story segments and generally rushing through while actually coordinating so we both got a high rank.

Contrary to what the negative press reaction might lead you to think, Resident Evil: Operation Raccoon City delivered some good times. While I don’t feel it lived up to expectations, there is still some fun to be had. Outside of a few gripes, I really enjoyed my time with the game, and will continue playing multiplayer for the next few months. The camera, a large step forward in the series, is definitely something Resident Evil 6 needs to look at when designing the next real Resident Evil. All in all, people not looking to mingle and get their competitive game-on should steer clear. But if you are after some zombies to kill and have a buddy or two, Operation Raccoon City may just be up your alley.

Note: This review is based on gameplay on the Playstation 3 console purchased by the reviewer. The game is also available on the X360.

Pros:

  • Best camera in series so far
  • The canon is interesting for fans of the franchise
  • Surviors multiplayer mode madness!
  • Great cover system

Cons:

  • Revive mechanic is a pain to work with
  • Enemies take far too many bullets to kill
  • Terrible AI (both enemy and partner)

Score: 3/5

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Release Radar- 15 Games in Q2 2012 You Should Know About

It’s that time of year again. One quarter down, and time for another. While we are not cramming big name franchises into the picture this quarter, there are still plenty of quality games on their way. A lot of them are high profile, and some you may have never heard of…until now. A few of us at Vagary.tv have sat down and put together this list of 15 games we think you should be aware of in the coming few months.

Be advised, this list is by no means represents every game coming in the next couple of months. There are still a plethora of other games coming, and some you may want more than any of these. Also, dates are always subject to change, which is why Inversion and Ghost Recon: Future Soldier are not part of this list. Enjoy! ~ Don

Heroes of Ruin
Developer: n-space
Publisher: Square-Enix
Projected Release: April 2012

The lack of quality games on the Nintendo 3DS has been a major issue with the system, but early in 2012 things have picked up with a good variety of quality games. Heroes of Ruin looks to continue that trend in quarter two as Square Enix drops the unique action roleplaying game on gamers. Featuring, what Square Enix calls, a seamless drop-in, drop-out multiplayer experience, a deep customization system and new challenges to download daily via Spot Pass, Heroes of Ruin has the potential to change the handheld landscape.

- Chris Scott

Kinect Star-Wars
Developer: Terminal Reality
Publisher: Microsoft Game Studios
Projected Release: April 2012

The success of the Kinect is certainly debatable but there is one thing I cannot deny and that is that my kids love playing it. You know what else they love? Star Wars. Sure, Kinect Star Wars (or is that Star Wars Kinect) looks like a combination of mini-games but when it comes to motion gaming, those games tend to work best as they can offer quick bursts of fun and not wear out their welcome. As long as Kinect Star Wars allows me to lightsaber fight my son and “use” the force to do cool things on my television, this game will be a winner.

- Chris Scott

The Witcher 2: Assassins of Kings
Developer: CD Projekt Red Studios
Publisher: Warner Bros. Interactive Entertainment
Projected Release: April 2012

The Witcher 2 was one of the top RPGs of last year, but its PC only status — and the behemoth that was Skyrim — meant that it did not nearly get the billing it deserved. Thankfully, the console release is nearly upon us. I hope your high fantasy hankerings haven’t been fulfilled by Skyrim and Kingdoms of Amalur, because the Witcher 2: Assassins of Kings provides a much more mature and visceral experience. This offering is the full “Enhanced” treatment, giving you the opportunity to explore the full version of an already widely acclaimed action rpg. Challenging combat, tough decisions (resulting in a plethora of different endings and wildly different play through possibilities) and a true adult experience another fantasy go around that much more satisfying.

- Tony Odett

Mario Tennis Open
Developer: Camelot Software Planning
Publisher: Nintendo of America
Projected Release: May 2012

While the Mario Kart series is the most well-known of the Mario themed sports titles, the Camelot developed Golf and Tennis games are largely regarded as some of the most fun on their respective platforms. Camelot will bring Mario Tennis Open, the first new Mario Tennis title in over six years, to the 3DS, strengthening an already impressive 2012 slate of releases. While support for the 3DS’s gyroscope might be a minor touch, the ability to play online matches could make Mario Tennis the go to game for competitive play.

- Chris Scott

Note: This is what you can do when you pre-order. You know you want to.

Sniper Elite V2
Developer: Rebellion
Publisher: 505 Games
Projected Release: May 2012

One might say a developer would be insane to go back to World War 2 and do another shooter. However, with the proper spin, and a few new details, they might be able to go back to the well once more. Sniper Elite V2 has done just that, adding heavily detail sniping mechanics with a unique co-op system to put a new twist on the greatest war Earth has ever known. Add some visceral, bloody, and jaw dropping sniping cam shots showing bones breaking, lungs puncturing and heads being ripped apart, and you have a game that is definitely worth a solid look. The last Sniper Elite game was a solid title that was sadly overlooked. So, for some solid 3rdperson shooting action, with an extra helping of gore, look no further than Sniper Elite V2.

- Tony Odett

Continue reading on Page 2..

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Review: Street Fighter X Tekken

Street Fighter X Tekken is the latest crossover fighter made from the talented designers over at Capcom. Ever since Capcom released Street Fighter II, I was madly in love. I don’t consider myself a hardcore professional player like the guys you’d see play at the Evolution tournaments, but I can hold my ground when playing any of Capcom’s fighting games.

This time around Capcom decided to team up with Tekken. I think it would be safe to say that a lot of people saw this coming a long time ago, but alas, it’s finally here and I got to check out Street Fighter X Tekken.

If you’ve played any game from the Street Fighter IV series, the menu format is very familiar and easy to navigate through with the obvious art of various characters taking over much of the screen.

Speaking of characters, fighting games are all about controls. If the controls don’t work for a character, you pretty much have a broken game on your hands. However, this is Capcom we’re talking about and, for the Street Fighter character side of the game, it’s definitely spot on; from Ryu’s Hadouken to Hugo’s Gigas Breaker, the moves are extremely fluid and work just how you’d be able to control them in any other game they’ve been in.

The roster of characters for the game is really good as well; 38 characters is a lot and it gives a great variety of play styles and it’s your job to find the perfect matchup. There are 12 more planned DLC characters on the way for the Playstation Vita version of the game due this summer.

Remember, this is a Capcom game so there is sure to be different versions of the final product. There are a few things that may tick some people off. On the Xbox 360 version you can’t fight on teams with a friend online. You’re going to have to fly it solo for this one as Capcom decided to leave that support out. However, in the Ps3 version, you can have a friend and go all out online which is great if you like playing fighters with other people that you know. The PS3 version also boasts an extra five exclusive characters that include Cole from Infamous, Toro and Kuro from Sony Japan, Pacman, and even Megaman. Well… not the one you’d expect, but he’s in there.

Controlling a character is ridiculously easy as well with the inclusion of three different types of inputs for character move sets – normal, easy and super easy, which can allow even the most terrible player the chance to perform really spectacular combos. I’m assuming that the reason this was implemented was so that players who are new to fighting games can all be on the same playing field. This is fair until someone who knows the game inside and out will be able to do the same.

I admit I’m not much of a Tekken fan. I’ve played enough of their games to understand a few of the character moves, but the controls for the characters were actually easier for me to use as well as execute for some reason. When I played against the computer I was actually able to do a proper combo without knowing what moves certain characters possessed while using characters I wasn’t familiar with.

The detail of visuals of the game kept the same 2.5D that Capcom has been using since Street Fighter IV came out back in 2009 and I have to say that not only does it make the characters pop, but it makes outstanding background detail for all of the fighting stages. Muscles and breasts from both generations of fighters are well defined and you could tell that Capcom has put in time to make them very visible.

For the gameplay it’s like most other fighters – Knock out the other player before they do the same to you or before the time runs out. Simple enough, but nothing is ever too simple with Capcom.

Another twist to the gameplay is Pandora mode, which gives you only 10 seconds to beat down your opponent. In exchange, you have unlimited EX meter and you better finish off your rival in that amount of time because, if you don’t, you’ll automatically lose the match. Some may call it something similar to the X- Factor mechanic that’s used in Ultimate Marvel vs. Capcom 3.

In addition to Pandora mode, they’ve implemented a Gem system to power up your character, allowing them to make impressive combos as well as do crossover counters with your second character if you’re playing on a team.

There are six different gems in total that allow you to power up your character: attack, defense, speed, cross gauge, vitality, and assist.

There are several kinds of gems in Street Fighter X Tekken. For example, a boost gem will increase a character’s attributes during battle, a red gem will increase attack power, yellow increases defense, and the green increases speed. The gems can also be used when you call an assist while you’re playing on teams, allowing for a long combo that does impressive damage.

Capcom has added a few extra features this time around in the online mode which now includes a practice mode so you can hone your skills. You can also use the replay mode that allows you to filter out what you want to watch by character which can be a big deal if you’re looking to perfect a characters combo.

I’ve always been a Capcom fan because every game they release. They implement some features that are so crazy and, no matter how broken it may be, it’s a lot of fun to play with friends. With so many play styles to choose from, it won’t be much of a big deal between versions because Capcom has a weird way of keeping their fans satisfied.

 

Pros

  • Kick-ass variety of fighters
  • Fun online play
  • Well needed cross-over fighter

 

Cons

  • Gems can make battles unbalanced sometimes
  • No online team support for the 360 version

 4/5

 

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Coming to Stores: April 3rd Edition

Probably for fear of thinking their games are April Fools Jokes, we really kick April off with  a bang. Each system gets a game except the Vita, which has been on a roll of not getting content. Thankfully, Microsoft held back and delivers a much-anticipated title with Kinect Star Wars. ~ Don

Please note dates are subject to change, and these do not account for digital releases, which can sometimes be as important as retail releases. Don’s personal picks are highlighted in red.

Console

CAPTION CONTEST! Leave your witty caption in the comments below!

Wii only:

  • Tuesday, April 3 ~ Titanic Mystery
  • Friday, April 6 ~ Xenoblade Chronicles

Playstation 3 only:

  • Tuesday, April 3 ~ Pro Angler Moves

X360 only:

  • Tuesday, April 3 ~ Kinect Star Wars

Each home console gets a single title. One looks great, one looks passable and one looks.. well, not so great. In no particular order, we’ll start with Titanic Mystery. A “Where’s Waldo?” game, built with a story around a bomb on the Titanic II and you have to find it. Also on the Wii (exclusively through GameStop or the Nintendo Store) is Xenoblade Chronicles, an RPG with emphasis on exploring sprawling environments. PS3 owners get to go fishing with the Move controller in Pro Angler Moves. Fishing season is upon us, but if you just don’t feel like getting out you can reel in the big ones from you living room boat (ie. couch). Last, and certainly not least is the X360 exclusive, Kinect Star Wars. Force-push and light saber-battle your way through your living room with the Kinect…and hope you don’t look like “Star Wars Kid“.

Handheld

Nintendo DS:

  • Tuesday, April 3 ~ Titanic Mystery

The DS (yes DS.. not 3DS) gets the same mystery “I Spy”-style game that the Wii gets, Titanic Mystery. So if you prefer to solve your mysteries on the go, you have your choice.

Are you purchasing any of these this week? Let us know in the comments below! Also, don’t forget, we are starting a caption contest with the release list. Leave your witty comment for the picture marked “CAPTION CONTEST” below. If this takes off, I will see about offering prizes. Everyone likes prizes, right? Have fun!!

 

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Developer Zipper Interactive Closed

On March 30, 2012, Sony Computer Entertainment closed the doors on long-time shooter developer Zipper Interactive, less than a month after releasing the developer’s latest game, Unit 13, on the Vita. Sony states:

“The closure is a result of a normal cycle of resource re-alignment within Sony Computer Entertainment World Wide Studios. Zipper has completed all work associated with its most recent project, Unit 13 for PlayStation Vita. Zipper titles MAG, SOCOM 4 and Unit 13 will continue to be supported, including the new Daily Challenges in Unit 13.”

While best known for their SOCOM franchise, which offered unprecedented multiplayer on the Playstation 2, Zipper started developing games on the Windows platform, including work on Mechwarrior 3 in 1999. Following Crimson Skies for PC in 2000, Zipper teamed up with Sony to develop the first SOCOM: US Navy SEALs game. After establishing SOCOM as the mutliplayer shooter on the PS2, Zipper continued with SOCOM: US Navy SEALs II and SOCOM: US Navy SEALs III.

When the Playstation Portable launched, efforts were focused on bringing the SOCOM series to the new handheld. SOCOM: Fireteam Bravo came of this project and was well-received. More SOCOM titles followed for both the PS2 and PSP until work began on the ambitious MAG title for Playstation 3.

Having the ability to put 256 players into the same game showed marvelous networking capabilities, but SOCOM fans felt abandoned after SOCOM development duties were shifted to Slant Six Games (and their subsequent release of SOCOM: Confrontation). After MAG was released, rumors began going around about Zipper returning to SOCOM. SOCOM 4, again developed by Zipper, was released in April 2011.

SOCOM 4 had design choices that aimed to be more “beginner friendly” (let’s be honest; SOCOM has always had a steep learning curve, but once you get it, it generally becomes nothing short of stellar) and lacked a key component to SOCOM games; Demolition mode (added the following October as DLC). SOCOM 4 received mixed reviews.

As they had done with the PSP, Zipper set out to bring their vision of shooter action to the Playstation Vita. Unit 13 could be considered a SOCOM “portable experience”, as it plays much like a SOCOM title but with no relative story. While the game offers co-op, there is no form of competitive multiplayer outside of leaderboard battles.

With Zipper Interactive closed, a few questions come to mind. Will the SOCOM series continue without them? SOCOM Confrontation (Slant Six-developed) is still played to this day, so another studio could take the reigns. And will some of the core team stick together, whether they form a new studio or take their talents elsewhere?

Source: Forbes

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Review: Tiger Woods PGA Tour 13

Note: This review is based on gameplay on the Playstation 3 console with material received by the publisher. The game is also available on the X360.

Golf games strike a certain chord with me. I’m not sure why but I don’t really question it. I’ve been playing Tiger Woods games for about ten years now. I don’t actually golf, nor have I even swung a golf club. But the Tiger Woods games have always made me feel like I could walk onto the green and make things happen. This year is no different, and lots of wonderful tweaks and additions make Tiger Woods PGA Tour 13 a considerable leap forward in the series.

The Career mode starts you off as an amateur and lets you pick between a few tournaments to enter. This was my favorite portion of the game, as I watched my likeness rise in fame. The “Create A Golfer” seemed a little lacking in options, however, the character models look beautiful. There were many times I just put the controller down while at the tee and watched the wind rustle my clothes while birds chirped in the background.

I would have liked more hair options during character creation, but the other facial properties are widely customizable. As you progress through your career and complete various sponsor challenges, you’ll unlock more clothes to outfit yourself. I will say, that green jacket is awfully snazzy after winning the Masters tournament.

New to PGA Tour 13 are pins. These boost various stats, or give you more XP/coins/status points. You start with a few, which can spoil you greatly in the beginning, and getting more requires you to spend in-game currency (coins). Each pin only has so many uses, but can be refilled and “leveled up” by obtaining a duplicate pin, which grants a greater bonus. The catch is that you can only pick up to three pins to bring onto the course with you. While it seems like a rather small addition, it is very helpful at the start of your golfing career.

One of the more interesting ways to use your hard-earned coins is to purchase a round of golf on the DLC courses. Each course has a “Course Mastery”, a list of objectives to accomplish as you play through the course (ie. 50 Career Birdies). If you completely master one of the DLC courses, you earn the right to play it anytime you want. This neat little feature needs to continue (and make its way into other games), and gives you a reason to spend some coins on a few rounds at TPC San Antonio.

The actual swing-mechanics in the game have been overhauled this year, too. Focusing on your tempo, you take the left stick back then forward — a common gesture in the series — in a rythmic fashion. The dynamics of this change with your timing, so you can manipulate your distance by swinging faster to drive the ball a little further. This new system, coupled with the Swing Meter (the visual representation of your swing power), give a more realistic approach to the genre and allow a more authentic representation to the sport.

Golf fanatics get a treat as they can play through “Tiger’s Legacy”, a point-by-point retelling of Tiger Woods’ golf career. You start as “Toddler Tiger”, with a short story about the era you are about to play. It’s an amusing way to bring a real story into the franchise, and a welcome addition to the features PGA Tour 13 brings to the table.

The online receives an overhaul and is taking steps into a more social experience with Country Clubs. You can create a club, or join a club, but can only be a part of one club at a time. The idea is genuine, and presents itself well. You (and your club mates) earn status points as you play the game, which contribute to your country club. So you are always contributing to your club’s rank. If your club happens to have quite a few members, you can even participate in club tournaments, or you can pair up with a club mate and challenge another club. It’s a well-conceived feature that develops the online play into more of a community atmosphere.

Move controls return to the game, and while I enjoyed driving the ball with it, putting was a catastrophe. I’ve played putt-putt. I’m actually pretty decent at it. So I figured putting would have been similar. But I felt it was very inconsistent and failed to add any sort of value to the experience (outside of frustrating). I am willing to admit this could have been me and my Move arrangement, which works well for most Move-enabled titles.

At times, when putting, I could slowly tap the ball and it would chip the ball over the hole. Other times it would do the complete opposite and tap the ball two feet. Driving the ball on the fairway, on the other hand, was a treat. After a few bad swings to get a feel for things, you get the point very quickly.

The enhancements to this years Tiger Woods game offer a fresh experience and continue to build onto the franchise. Instead of updating the graphics, and adding one or two new changes, PGA Tour 13 updates nearly every aspect of the game: overhauled online community, the ability to get DLC courses without actually paying for them, in-game currency with items to buy, and more. The only disappointing part about Tiger Woods PGA Tour 13 was putting with the Move. And that doesn’t even apply to everyone.

Pros:

  • New community feature, Country Clubs
  • You can earn the ability to play on DLC courses without buying them
  • Layers of difficulty for everyone (new people can use the Caddie to help direct their shots)

Cons:

  • Putting with the Move feels inconsistent

Score: 4/5